mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
expanded PBR shader to accept textures
This commit is contained in:
@@ -30,13 +30,17 @@ struct Texture{
|
||||
};
|
||||
|
||||
uniform Light lights[numLights];
|
||||
uniform Texture textures[1];
|
||||
uniform Texture textures[5];
|
||||
|
||||
uniform bool albedoMapEnabled;
|
||||
uniform bool normalMapEnabled;
|
||||
uniform bool roughnessMapEnabled;
|
||||
uniform bool metallnessMapEnabled;
|
||||
uniform bool ambientOcclutionMapEnabled;
|
||||
uniform vec4 albedoColor;
|
||||
uniform float roughness;
|
||||
uniform float metalness;
|
||||
uniform vec3 baseReflectivity;
|
||||
uniform float roughnessVal;
|
||||
uniform float metalnessVal;
|
||||
uniform float ambientOcclusion;
|
||||
uniform vec3 camPos;
|
||||
|
||||
float trowbridgeReitz(vec3 n, vec3 h, float a){
|
||||
@@ -65,8 +69,33 @@ vec3 lambertDiffuse(vec4 color){
|
||||
void main() {
|
||||
vec4 finalColor = vec4(0, 0, 0, 1);
|
||||
vec3 normal = norm;
|
||||
|
||||
if(normalMapEnabled) {
|
||||
mat3 normMat = mat3(tan, biTan, norm);
|
||||
vec3 n = texture(textures[1].pastTexture, texCoords).rgb;
|
||||
normal = normMat * n;
|
||||
}
|
||||
|
||||
vec3 viewDir = normalize(camPos - fragPos);
|
||||
vec4 albedo = (albedoMapEnabled ? texture(textures[0].pastTexture, texCoords) : albedoColor);
|
||||
|
||||
vec4 albedo = albedoColor;
|
||||
|
||||
if(albedoMapEnabled)
|
||||
albedo = texture(textures[0].pastTexture, texCoords);
|
||||
|
||||
albedo.rgb = pow(albedo.rgb, vec3(1 / 2.2));
|
||||
|
||||
float roughness = roughnessVal;
|
||||
|
||||
if(roughnessMapEnabled)
|
||||
roughness = texture(textures[2].pastTexture, texCoords).r;
|
||||
|
||||
float metalness = metalnessVal;
|
||||
|
||||
if(metallnessMapEnabled)
|
||||
metalness = texture(textures[3].pastTexture, texCoords).r;
|
||||
|
||||
vec3 f0 = mix(vec3(.04), albedo.rgb, metalness);
|
||||
|
||||
for(int i = 0; i < numLights; ++i){
|
||||
vec3 lightDir;
|
||||
@@ -74,33 +103,43 @@ void main() {
|
||||
|
||||
if(lights[i].type == 0){
|
||||
lightDir = normalize(lights[i].pos - fragPos);
|
||||
attenuation = 1 / (a * dist * dist + b * dist + c);
|
||||
attenuation = 1 / (dist * dist);
|
||||
}
|
||||
else if(lights[i].type == 1){
|
||||
lightDir = -normalize(lights[i].direction);
|
||||
}
|
||||
else if(lights[i].type == 2){
|
||||
lightDir = normalize(lights[i].pos - fragPos);
|
||||
attenuation = 1 / (a * dist * dist + b * dist + c);
|
||||
attenuation = 1 / (dist * dist);
|
||||
}
|
||||
|
||||
vec3 halfVec = normalize(lightDir + normal);
|
||||
|
||||
float D = trowbridgeReitz(normal, halfVec, roughness * roughness);
|
||||
float G = geoSmith(normal, halfVec, lightDir, 0.5 * roughness * roughness);
|
||||
vec3 F = fresnelSchlick(viewDir, halfVec, baseReflectivity);
|
||||
vec3 cookTor = D * G * F / max(4 * max(dot(viewDir, normal), 0) * max(dot(lightDir, normal), 0), .000001);
|
||||
float k = pow(roughness + 1, 2) / 8.0;
|
||||
float G = geoSmith(normal, viewDir, lightDir, k);
|
||||
vec3 F = fresnelSchlick(viewDir, halfVec, f0);
|
||||
float nDotV = max(dot(viewDir, normal), 0);
|
||||
float nDotL = max(dot(lightDir, normal), 0);
|
||||
vec3 cookTor = D * G * F / max(4 * nDotV * nDotL, .001);
|
||||
|
||||
vec3 fDiff = lambertDiffuse(albedo);
|
||||
vec3 kDiff = (vec3(1) - F) * (1 - metalness);
|
||||
|
||||
finalColor.rgb += (kDiff * fDiff + cookTor) * lights[i].color * attenuation * max(dot(lightDir, normal), 0);
|
||||
finalColor.rgb += (kDiff * fDiff + cookTor) * lights[i].color * attenuation * nDotL;
|
||||
}
|
||||
|
||||
float ao = ambientOcclusion;
|
||||
|
||||
finalColor.rgb += vec3(.03) * albedo.rgb * ao;
|
||||
|
||||
float brightness = dot(finalColor.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
|
||||
if(brightness > 1)
|
||||
BrightColor = vec4(finalColor.rgb, 1);
|
||||
|
||||
finalColor.rgb /= finalColor.rgb + vec3(1.0);
|
||||
finalColor.rgb = pow(finalColor.rgb, vec3(1.0 / 2.2));
|
||||
|
||||
FragColor = finalColor;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user